A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.
Try one in your world today
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I gifted my party a sapient dagger. It was really good too. It was a 1d6 but let you attack again, but rolling a 5 or less on the die makes you insane because the dagger insults the user so badly for missing. If it happened 12 times, the character died. They used it from level 3 or 4 through the end of the campaign at level 18, since there was no cap on how often you could attack again.
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Helm of Invincibility: you are invincible, but only to people who have Vince in their name, e.g. Vince, Vincent, some other name with Vince
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Reminds me of this CalebCity's sketch: https://www.youtube.com/watch?v=r8Mh9LPNAkI
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Ring of protection. Grants everyone around you protection in a fairly large radius. Might be useful for long range combat, maybe. Might also be useful to navigating certain environmental hazards. Boots of Flying. They can fly, but only have a carry weight of a few pounds. If you're more than say ten pounds, the little wings flap but gain no altitude. They are not autonomous. Might be useful in condunction with other magics to reduce weight. Gauntlets of Ogre Might. Do not affect strength. They do tell you the odds of nearby ogres taking particular actions. They might do this, they might do that, and so on. Hammer of Striking. Social bonuses when organizing labor. Combat bonuses only when near many allies. Boots of Haste. Gain extra actions but large penalties to all checks. Haste makes waste. May be useful if combined with large bonuses or fixed outcomes (eg: DND diviner wizard).> Hammer of Striking. Social bonuses when organizing labor. Combat bonuses only when near many allies. Pair this with the Sickle of Means. Does double damage and gives Ranger favored enemy bonuses against employers, nobility, land owners and clerics, so long as the wielder forswears ever becoming any of those things. When used to harvest grain, doubles the speed at which grain can be harvested and magically doubles the final yield of the harvest as well. However, if the grain is not freely and equitably distributed (especially if the wielder charges for it), the next time they use the sickle they will immediately fumble and critically hit themselves for max damage.
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I can't see any of these working as intended. Clowns don't subscribe to reality > Spawn them as a distraction! Some of them cause a big distraction that accidentally points directly towards those you don't want to be seen. > Use them to hide! One of them will look giant and big to hide you while the others honk and gesture/point behind, clearly showing where you are. > Build yourself a mountain of clowns to scale any wall! Crabs in a bucket. None will let you climb. You must stay to hear their jokes... > Never starve again with their endless supply of pies! Shaving cream pies. Ain't nobody got time to bake 30 coconut creams > Use their weight to bring down any air-/ship They all blow up helium balloons to help it float. Unless you want it to float in which case their balloons turn into bowling balls at the last second with a big shrug. > Air drop them on their enemies! See balloons > Just crush your entire party by spawning hundreds of them in a closed room! Clown car logic. You're all "crushed" but it's just extremely difficult terrain.
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Collar of Commerece: gives canines the ability to understand commerece and run businesses, aflicts them with knowledge of economic exploitation and inequal power dynamics
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I have two I will be using in my next campaign: **Ring of attunement**: Provides 1 extra attunement slot. (*Requires attunement*) **Event Staff**: This staff allows the wielder to gain unquestioned entry into any "employees only" areas or zones otherwise off-limits to the public. Anyone (including actual staff or other officials) who sees the wielder in one of these areas will assume they are a known employee or other official who is granted special access to the area. Unfortunately, they will all also view the wielder as the least competent and least trustworthy employee or official with the organization. Any actions taken in the area are likely to be closely watched and highly scrutinized by any observer who would know better.
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There was an older barbarian subclass that was immune to magic including beneficial magic. It was dumb and wonderful
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I can't see any of these working as intended. Clowns don't subscribe to reality > Spawn them as a distraction! Some of them cause a big distraction that accidentally points directly towards those you don't want to be seen. > Use them to hide! One of them will look giant and big to hide you while the others honk and gesture/point behind, clearly showing where you are. > Build yourself a mountain of clowns to scale any wall! Crabs in a bucket. None will let you climb. You must stay to hear their jokes... > Never starve again with their endless supply of pies! Shaving cream pies. Ain't nobody got time to bake 30 coconut creams > Use their weight to bring down any air-/ship They all blow up helium balloons to help it float. Unless you want it to float in which case their balloons turn into bowling balls at the last second with a big shrug. > Air drop them on their enemies! See balloons > Just crush your entire party by spawning hundreds of them in a closed room! Clown car logic. You're all "crushed" but it's just extremely difficult terrain.
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>Never starve again with their endless supply of pies! Probably bad that without the parentheses, I was already assuming this was some kind of horrific Sweeny Todd situation.
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Bead of (Uncomfortable) Nourishment: Standard effect, but must be taken nasally. Oral absorption may cause permanent magical flatus.
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Arrows of Accuracy: These arrows will always hit. Starting from the target, then out from that point, the hit roll is checked against defenses. If nobody is hit, the arrow strikes the firer.
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Ring of (Logical) Invisibility v2. Makes you invisible except for your eye balls so that they can absorb light. You may now see but you appear as a pair of floating eyeballs.